BitTorrent Трекер RusTrek.ru http://5.45.70.241/ |
|
Braunstein R., Wright M.H., Noble J.J. - ActionScript 3.0.Bible [2007, PDF, ENG] http://5.45.70.241/viewtopic.php?f=290&t=25483 |
Страница 1 из 1 |
Автор: | Релизер [ 2011-11-23 21:43 ] |
Заголовок сообщения: | Braunstein R., Wright M.H., Noble J.J. - ActionScript 3.0.Bible [2007, PDF, ENG] |
#777 ActionScript 3.0.Bible Год: 2007 Автор: Roger Braunstein, Mims H. Wright, Joshua J. Noble Издательство: Wiley Publishing, Inc. ISBN: 978-0-470-13560-0 Формат: PDF Качество: eBook (изначально компьютерное) Количество страниц: 795 Описание: Hello! Welcome 10 ActionScript 3.0 Bible. This book aims to be a comprehensive resource on all things ActionScript 3.0. You can use it as an instructional textbook, as a reference book, or both. This book introduces concepts used in ActionScript 3.0 with both background information and real-world examples to enrich your understanding. Armed with the knowledge contained herein, you will be able to bring your ideas to life with ActionScript 3.0, whether they are applications, web sites, presentations, games, toys, art, or experiments. ActionScript 3.0 is the language used in a range of tools developed by Adobe, including Flash CS3, Flex 2 and 3, and AIR (formerly Apollo). This book's coverage remains agnostic as to the tool you choose to use. It does not cover topics specific to Flash CS3 or Flex 2, but it does cover the topics common to both. When the various tools handle something differently, we let you know how. Accordingly, this is the right book to help you learn how to program for any of these tools. In addition, ActionScript 3.0 is based on web standards. It implements a draft of the ECMAScript edition 4 language specification, as well as E4X and DOM level 3 events. This means that learning ActionScript 3.0 will prepare you to program in other ECMAScript languages, particularly new versions of JavaScript. Introduction ..........................................................................................................................xxxvii Part I: Getting Started with ActionScript 3.0 Chapter 1: Introducing ActionScript 3.0 ........................................................................................3 Chapter 2: Understanding ActionScript 3.0 Language Basics ..........................................................7 Chapter 3: Programming with Classes ..........................................................................................35 Chapter 4: Working with Methods and Functions ........................................................................95 Chapter 5: Validating Your Program ............................................................................................113 Part II: Working with ActionScript 3.0 Objects Chapter 6: Using Strings ............................................................................................................123 Chapter 7: Working with Numbers and Math ............................................................................133 Chapter 8: Using Arrays ..............................................................................................................153 Chapter 9: Using Objects ............................................................................................................173 Chapter 10: Working with XML..................................................................................................183 Chapter 11: Working with Regular Expressions ..........................................................................211 Part III: Working with the Display List Chapter 12: Understanding the Flash Player 9 Display List ........................................................243 Chapter 13: Working with DisplayObjects in Flash CS3 ............................................................277 Chapter 14: Printing ..................................................................................................................285 Chapter 15: Working with Text and Fonts ..................................................................................299 Part IV: Understanding the Event Framework Chapter 16: Understanding Events..............................................................................................331 Chapter 17: Working with Mouse and Keyboard Events ............................................................351 Chapter 18: Using Timers ..........................................................................................................367 Part V: Working with Error Handling Chapter 19: Understanding Errors ..............................................................................................379 Chapter 20: Using the AVM2 Debugger ......................................................................................379 Chapter 21: Making Your Application Fault-Tolerant ..................................................................413 xii 35600ffirs.qxd:Layout 1 9/22/07 12:49 PM Page xii Part VI: Working with External Data Chapter 22: Understanding Networking Basics ..........................................................................425 Chapter 23: Communicating with Server-Side Technologies ......................................................443 Chapter 24: Saving Data to a Local Machine Using SharedObject................................................455 Chapter 25: Managing File Uploads and Downloads ..................................................................473 Part VII: Enriching Your Program with Sound and Video Chapter 26: Working with Sound ..............................................................................................485 Chapter 27: Adding Video ..........................................................................................................501 Chapter 28: Accessing Microphones and Cameras ......................................................................515 Part VIII: Programming Graphics and Motion Chapter 29: Applying Filters to Your Graphics............................................................................525 Chapter 30: Drawing Vector Graphics Programmatically ............................................................549 Chapter 31: Scripting Animation ................................................................................................581 Chapter 32: Applying Transformations to Graphics ....................................................................603 Chapter 33: Drawing Bitmap Graphics Programmatically............................................................615 Part IX: Working with Binary Data Chapter 34: Working with Binary Data ......................................................................................657 Part X: Deploying Your Program Chapter 35: Deploying Flash on the Web....................................................................................671 Chapter 36: Interfacing with JavaScript ......................................................................................681 Chapter 37: Using Local Connections to Communicate Between Flash Applications ..................687 Index ..........................................................................................................................................693 Дооформил B62 |
Страница 1 из 1 | Часовой пояс: UTC + 3 часа |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |